First game asset

Guys, I could really use some extra income, and I thought that making things I enjoy might be less stressful than my current job. So, I decided to start creating game assets, and I’d love to hear your honest opinion about this asset pack.

This is my first time creating something professionally in 3D, and I’m not very confident about it since I never had any formal education in this field. Everything I know, I learned on my own.

I’ve also never used Unreal Engine, Unity, or any other game engine professionally, nor have I released a game. The only engine I’ve worked on is my own OpenGL voxel engine based on Sparse Voxel Octrees (SVOs) and Sparse Voxel DAGs. Because of that, even though I don’t have hands-on experience with commercial engines, I do have a solid understanding of how game engines work internally.

My goal is to create optimized low-poly assets that include:

• Collision meshes
• Animations when needed (doors, windows, leaves, etc.)
• Baked texture maps

The scene currently uses two texture atlases: one for the buildings and one for the vegetation. The textures were baked with several supporting maps, including normal maps, curvature maps, height maps (vertical +Y and horizontal +X), and lightmaps.

Entire scene: 34k triangles (18k for the modular buildings + 16k for the grass plane and particle system).

My goal is to build a low-poly D&D-inspired world with modular characters and complete asset packs (released in multiple volumes) for game developers. I’m also considering creating an RPG system, but that’s a discussion for another time.

The first volume will include:

  • Modular building pieces

  • Several pre-built houses

  • Human-region environment assets

I’d really appreciate any feedback. Do you think these assets are good enough to sell, or is there anything you would improve before putting them on a marketplace?

Hi @gabrielrga welcome to the forums and congratulations on starting your journey in asset creation :slight_smile:.

Starting out with a new engine might be confusing/ frustrating, the good news is that UE is relatively simple to pick up and start creating. Since your goal is to make asset and possibly sell them in the Fab market, I’ve compiled a few links and information that may help you out. This will cover naming conventions, authoring collisions in engine, free sample projects and assets that you can use as examples.

Naming Conventions:

Recommended naming conventions: in this link you will find the recommended asset naming conventions. Additionally, if you click on the hyperlinked text in the “Recommended Asset Prefixes” it will take you to UE’s documentation about it.

For example, the Static mesh section covers

  • Importing Static Meshes
  • Creating and Using LODs
  • Understating Lightmapping in Unreal Engine
  • etc..

Collisions

Setting Up Collisions With Static Meshes: this link will cover how to set up collisions in engine. Additional information can be found here.

Free Project Samples

In your epic games launcher, you have access to Sample project files and sample features. I highly recommend you take some time to take a look at these so you can see how these features/ projects are being set up. You can use this info to try and reverse engineer and see what features might be useful for you to incorporate to your project or have in mind what features you would like to author content for.

In you scroll down on the page you will see the Game Samples section

Since you are primarily trying to create stylized worlds I recommend taking a look at “Project Titan” and “Cropout Sample Project”

All you have to do is click on them and it will redirect you to Fab where you can add it to your library and download in your Epic games launcher by clicking on your Library tab, scrolling down to your “Fab Library” and creating the project (in the case of sample projects).

Free Assets

You can also gain access to free content in the Fab market. In your Epic launcher if you navigate to Fab → Select Unreal Engine → Select 3D → set the price to “only show free products”. This will give you a list of free assets from the community as well as from Epic.

Note: Since it’s set to show free assets, you can also select for example “game systems” or “Animations”

I assume you are going to start authoring with a PBR workflow if you’d like I can follow up what tools you have in the engine to work with PBR materials/textures. I hope this was helpful. If you have any questions, please let me know.

Hi there! I’m also an asset publisher. Honestly, regardless of how you feel about the quality of your work right now, I’d highly recommend just trying to list it on the Fab marketplace. It’s a great way to get familiar with the submission and publishing process.

As for pricing, you can search for similar assets on the store and set a comparable price to start with. Trust me, when you’re just starting out, even a few sporadic sales can give you a massive boost of encouragement.

If you don’t get any orders for a while after launching, don’t lose heart. It doesn’t necessarily mean your assets are low quality; it could just be that the price is a bit high, the theme is too oversaturated (or too niche), or simply that people haven’t discovered your listing yet. You can try participating in sales or creating assets with different themes to see what sticks. Over time, the orders will gradually come in.

In short, you don’t have to wait until everything is absolutely perfect to publish. Put it out there first, and then adjust based on market reaction—even a lack of sales is a form of market feedback.

Keep it up, and best of luck!